Rocker shit. Arthur has advantage on all Strength saving throws and ability checks, is capable of using any object within reason as an improvised weapon attack, provided he is not surprised.
Burn Corpo shit. Arthur's innate hatred of all things Corpo allows him an additional use of his sandevistan and an extra attack per turn given that his opponent is of Corpo alignment.
Sandevistan tolerance. Due to Arthur's cyber tolerance he can use this chrome three times before dying a round after the last use. Two uses will likely cause him to enter a cyberpsychotic state or have heart problems.
Multiattack. Arthur uses either Repulse or Attract and then makes two weapon attacks.
Punch/Improvised weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 18 (4d4 + 8) [bludgeoning] damage.
Dirty Shot. Ranged Weapon Attack: +10 to hit, range 90/180 ft., 1 target. Hit: 20 (4d6 + 6) [Piercing] damage.
Repulse. Arthur reaches out and pushes with his experimental mag tech on a creature within 30 feet that is wearing metal. The creature must make a DC 17 Strength saving throw or be thrown away from Arthur until they are 45 feet away from it. They must then make a DC 15 Dexterity saving throw, taking 1d4 bludgeoning damage for every 5 feet they were thrown and falling prone on a failed save. On a successful save, the target takes half as much damage and does not fall prone.
Attract. Arthur reaches out and pulls with his mag tech on a creature within 45 feet that is wearing metal. The creature must make a DC 17 Strength saving throw or be pulled through the air to Arthur. Arthur has advantage on all Punch attacks against the target until the end of his turn and, at the end of Arthur's turn, the target must make a DC 15 Dexterity saving throw, taking 1d4 bludgeoning damage for every 5 feet they were dragged and falling prone on a failed save. On a successful save, the target takes half as much damage and does not fall prone.
Mag Debris Barrage. (Recharge 5-6) Arthur tosses a handful of coins and other magnetic debris into the air and launches them forwards in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful one.
Steelpush. Arthur adds 3 to its AC against one melee attack from a metal weapon that would hit him. If the attack no longer hits, the wielder must make a DC 17 Strength saving throw, the weapon flying from its hand 45 feet in a random direction on a failed save.
Redirect Missiles. Arthur pushes on an incoming metallic missile, reducing the damage done to it by 1d20 + 10. If it reduces the damage to 0, it can redirect the missile and makes a Ranged Weapon Attack. This attack has +10 to hit, a range of 45/90 ft., and deals 13 (2d6 + 6) damage.
Arthur can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arthur regains spent legendary actions at the start of his turn.
Mag vision. Arthur makes a Wisdom (Perception) check with advantage.
Leap. Arthur can drop a coin and then push off of it, launching it through the air up to half its movement speed.
Punch/improvised weapon. Arthur makes one Punch/improvised weapon attack.
Dirty shot. Arthur makes one Dirty shot attack.
Repulse (Costs 2 Actions). Arthur makes a Repulse attack.
Attract (Costs 2 Actions). Arthur makes an Attract attack.
Sandevistan (Costs 3 Actions). The Cyberware acts as a use of the time stop spell; No time passes for other creatures, while you take 1 turn, during which you can use actions and move as normal including any attacks you may have.
Lair and Lair Actions
Abandoned Rocker/Rave pit
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